Before I say anything else, I want to clarify I purchased this game after the 1.0 release and played NONE of the early access. I have no reference for where the game was, just what the devs/publisher decided to declare was a complete game. Smalland often gets compared to Grounded, which shouldn't be surprising but is somewhat misleading. It's the equivalent of saying that D&D is basically Lord of the Rings because they're both fantasy worlds. Thematically, Grounded is Honey I Shrunk the Kids, Smalland is Ferngully, and the difference in gameplay reflects each theme pretty well. On my actual thoughts on the game, the quality of product I received from something that's out of early access is surprising. If you look at the post-launch roadmap, you can kinda see what I mean without playing the game at all: they plan to overhaul major mechanics of the game after saying it's done. In the climate of games entering early access every minute of the day and potentially never leaving, a full release is supposed to be a meaningful moment. The game should be COMPLETE, meaning everything works and works how you intend it to work. To release the game and then say "we actually are going to completely change how taming works in a little bit" is to declare the game isn't done and shouldn't be out of early access. If you expect a completely polished experience, as I believe you should receive from a game with a 1.0 in the corner, you will not receive that. Calling it 1.0 feels dishonest. I say the above to make clear my opinions of leaving early access too early. The rest of my review will read as though the above isn't true, knowing that the devs plan to update the game further. For all intents and purposes, let's pretend it's still in early access. Resource gathering can be the worst part of a survival crafting game if it's too grindy, or resources are too difficult to move in large quantities. That isn't the case with Smalland. Even early on without the means to harvest later game nodes, it's not very difficult to gather large amounts of resources for building/crafting. Instead of encumbrance, you are only limited by the number of inventory spaces available, so running out and filling your inventory and getting back to base to drop stuff off is pretty painless. Crafting is also relatively forgiving materials-wise as well. A few consumables require pretty rare materials, but the lower tier consumables are so easy to craft and work well enough that the Greater healing potion for example isn't something you insist on having, especially since late game enemies will drop healing supplies anyway. Weapons and tools use a standard amount of materials to craft/upgrade, meaning Tier 1 weapons use a justifiable amount of T1 materials, and T3 items use a similar amount of T3 materials. Some games will say a stone pickaxe requires 2 wood and 2 stone but one made of iron requires 20 ingots and 30 hardwood or something, which is a much longer grind obviously. I don't feel like smalland has that issue of materials inflation. Upgrading weapons and armor is incredibly well done. Most weapons and armor sets can be upgraded to have stats similar to the highest tier available. If you love the poisoned mace, its actually cheaper to upgrade that to the next tier than it is to make the iron mace. If an armor set has a bonus you just can't live without, you can upgrade it to give you as much armor as the later tier armors. This makes choosing a playstyle and sticking with it easy enough, while still giving plenty of room to explore other styles without too much of a time/resource sink. Repairing things is free so long as you repair them before they lose a certain amount of durability. Even after that, not many resources are required to repair. Maintenance isn't too terrible. Base building is unique with the Great Trees mechanics. If you build a base on a Great Tree, you can then go to another Great Tree and teleport your entire base to the new tree without any time or resource cost. The issue I have with many survival crafters is the fact you spend a lot of resources building your first base up, and then realize you have a long journey to where later tier materials are available and are posed with the decision to either build a new base and abandon the first one, or have a network of smaller bases you store materials between. In Smalland, you can teleport your base to a tree closest to where you're currently farming/exploring on a total whim. This is my favorite aspect of the game without question, and I hope future survival crafters are taking notes on the QoL concept of base moving. Combat is unfortunately not the highlight of Smalland. In short, it is Baby's First Soulslike in the respect that enemies have large health pools and their attacks do heavy damage that require mastering the incredibly simple timing of perfect blocks or dodges. This of course gets mitigated entirely once you have late game armor and weapons. Enemies even the tier prior that would kill you in 2-3 hits suddenly can't hurt you enough to keep up with your health regen and you can drop them without emptying your stamina bar. The game's poor attempt at balancing for this seems to be granting every late game enemy poison damage. This is nothing more than a nuisance, not a challenge. Let's say you still give combat the fair chance it was supposed to have and don't just tank hits and spam LMB. Learning timing for perfect blocks is incredibly easy and forgiving. A vast majority of enemies have exactly one attack that's insanely telegraphed. I too often will meet a new enemy I've never seen before and never take a hit from them because I can learn the timing on the first attack. As the game throws more posionous enemies or swarms of enemies at you, combat can still feel satisfying enough to continue to later areas, but I wouldn't expect to ever really feel challenged in combat. Boss fights aren't even worth mentioning, other than those are typically the enemies that have 2 attacks instead of 1. One of them you dodge, the other you perfect block. Taming is a little silly. You unlock treats as you progress through the "Story missions" for better and better creatures. All you do is make the treat, attack that creature until it's below 50% health and press F. While I appreciate the taming process is expedited in comparison to something like ARK that demands real time hours for better tames, this process feels like it was slapped on last minute when the devs realized they forgot to put it in at all. The first mount you unlock is the grasshopper and has MASSIVE utility with its charged jumps. You can so quickly move around the map that it's not really worth swapping to the other mounts until you get flying ones. Pet combat is bad, they will attack anything you attack and will die very quickly. You can tell them to wait somewhere instead of following you to avoid them joining you on a boss fight and dying in 2 hits, but there's currently an issue where sometimes telling a mount to wait will make them also not attack anything, even if they're being attacked. In short, I see why the post 1.0 roadmap includes a mount overhaul. My recommendation is to keep your grasshopper out of trouble until you unlock the damselfly, then only use the damselfly until you unlock the hornet. Ultimately, Smalland has a lot of unique concepts and QoL mechanics that set it apart from other survival crafting games, but it's hard to justify calling it a full release and harder to justify a full release price. Combat is a means to an end at best, while base building and exploration carry the gameplay. It is an experience I don't regret spending time on, but would recommend waiting for a sale to buy, hopefully also after they get some of these post-launch updates implemented. There are too many survival crafters out there to waste money and time on, but this one is a decent change of pace that stands out on its own, so far.
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